Beholder Bob
First Post
Well - below are the basics of my herbal component system, used for making herbalism the equal of alchemy, but not equal to it. It still needs work, which is why it is posted here. Is something too powerful? Something seem to have no use what so ever? A suggestion for the gathering of the listed components, or general feedback, all appreciated.
Thanks, The Bob (I, that most perfect palindrome)
HERBALISM PLANT QUALITIES Plants useful for herbalism have a letter code associated with them, based on the list above, and the various application mixtures that can be made with herbalism use a mix of the above ingredients. There are a few variations and notations worth noting for these plants. Plants useful for herbalism have a letter code associated with them, based on the list above, and the various application mixtures that can be made with herbalism use a mix of the above ingredients. There are a few variations and notations worth noting for these plants.
A capitalized letter code matters: a lower case letter is common and useful for a mix that requires that letter, while a upper case letter is useful for any application of that letter. For example, a plant with the code stX – the s and t aspect can be used for formula that requires ‘s’ & ‘t’ respectively. The X aspect can be used in formula that requires either x or X.
Some plants will have a ‘+’ or ‘-‘ noted in its upper right corner, such as A+ and A-. Such plants components may not be mixed together.
Herbal concoctions can have portions without the notion mixed with one type of the above, but not with both.
Formula for herbal concoctions take the form of ‘ x.2v.y’, the # before the v indicates 2 doses of that quality are needed.
The use of a type of plant (ex. A or anti-viral) as an ingredient does not imply the benefit of that trait.
HERBALISM - THE PLANT QUALITY CODE
A a Anti Viral/Bacterial, destroys or inhibits growth. Also enhances the immune system.
B b Birthing, relaxation of the muscles and skin, softening of tissues and encouragement of their growth
C c Dilation of capillaries, lowered blood pressure, control of circulatory system
D d Buffers neurological reactions, prevents convulsions and reduces or eliminates paralysis
I I Psychoactive effects, effecting the mind, mood, perception of self, and ability to cognate
N n Anti-Nausea effects, balances disorders of the digestive system and promotes the body towards proper regulation.
P p Pain Suppressant, inhibiting reception of pain effecting the brain, or by numbing a particular region of the body.
R r Repellant trait used to create an inversion of another trait, similar to how pollen triggers histamine reactions.
S s Strengthening or repairing both muscle and bone.
T t Stimulant. Increases respiratory and heart rate. Also release of several endorphins, decreasing awareness of pain.
V v Anti-venom for a class or type of toxin/poison, usually with increased sweating and respiration.
W w Wounding, Homeostatic. Promotes blood clotting, cell growth for tissue repair, and slows or stops bleeding.
X x Sexual, Aphrodisiac. Promotes sexual desire and a urinary irritant.
Y y Dye, Pigment.
COST DC PRODUCT MIX 1 MIX 2
55 22 Adder's Tongue 4i-p-2t 3I-x
Bitter leaves filled with herbs, chewed to work, starting 2 minutes after consumption. Gives a +1 to bluff & diplomacy checks (loquacious and quick witted) for 2d20 minutes, but -4 to sense motive (intoxicated) for twice as long
50 20 Angel's Kiss 2P-3i-t 2P-2w-I
This talc is stirred into a drink or rubbed into the skin using a mineral oil. It negates all pain penalties once active. It has a delay of 2 r and lasts 5d6 minutes when consumed or a delay of 5 r and duration of 5d12 minutes when rubbed into the skin.
40 16 Bug Bane Cream 2r-2v
This cream repels insects from parts or surfaces treated with it and lasts 2d3 hours
40 17 Bull's Tail Woad I-s-y
A blue rouge used by barbarian warriors, it must be applied within an hour of the next rage, and this herbal paint extends the rage duration by d4-1 rounds.
40 16 Cat's Eye Ointment T-V
Rubbed into the eyes, creatures gain extended night vision (+10') for 2 hours, but suffer -2 to spot & search (due to eye irritation) for 3 hours
60 25 Dead Man's Breath 3d-2B- P-R-2v
The consumer appears dead for 1 hour and must make 3 FORT DC 15 saves. If all 3 are failed, they die, otherwise they suffer 1 temporary CON per failure. They may not wake up voluntarily.
40 17 Desert Balm v-w-3y
This oily balm is rubbed over the entire body of the user, giving the user a +2 FORT save against heat exposure to avoid the subdual damage. This has no effect on lethal damage dealt by extremely hot conditions. This balm dyes the users skin a dark burgundy for several days.
50 20 Fox Tail Tea 2I-2T
An opiate tea, it must be served with hot water, and it takes 5 rounds to see the benefits of this drink. It restores 1 point of temporary damage to INT, WIS, and CHA dmg for 1 hour. After the 1 hour, a DC 16 FORT save or take 1 temporary damage to INT, WIS, and CHA
45 18 Gardener's Draught 2b-3n-t
This mixture gives plants an additional save to resist diseases and heals it d3 HP
45 18 Gift of Hercules 2S-V
This foul drink restores life to weakened muscles, restoring 1-2 points of temporary STR damage for one hour. After the 1 hour, a DC 16 FORT save or take 1 temporary DEX damage.
35 15 Guard's Tea 2t-d 2t-x
The tea gives a +2 to CON checks to stay awake and resist sleep effects for 2 hours.
45 18 Hangman's Brew 3i-r-2p
This alcoholic drink is as strong as a whisky shot, but has an additional effect that slowly develops over 5 minutes and lasts for an hour. The drinker becomes emotionally detached, appearing emotionally inert. The drinker suffers a -4 to their CHA score for the duration (never below 3) but gains a +2 save against emotion based / effecting spells.
40 17 Healer's Kiss 2w-2b-t
when applied w successful heal check on a creature at negative HP's, heal 1 HP damage. Only useful once a day on any creature. Additional uses in the same day do 1 temporary CON damage.
55 22 Healing Paste 3W-2p-2t 6w-2p-x-t
This blue paste is rubbed into a wound for 4 rounds, and heals 1d8 damage. Only 1 use per wound.
50 20 Healing Broth T-W-A-C
Helps the body heal itself after sleeping 8+ hours, healing them HP = their HD.
40 16 Houri's Lotion v-t-r-b v-c-r-b
Either drunk or rubbed onto the body, it increases a woman's sexual prowess for 1d3 hours
45 18 Iron Heart s-c-d-w-t-x
Once applied, it lasts 6 hours, giving +2 to all CON checks and +1 to saves against disease
45 18 Jitterbug Beer 2D-T
A mint broth, as per Gift of Hercules except it restores DEX and a failed save does STR damage.
45 18 Lead Belly Syrup 2C-A
A thick syrup, as per Gift of Hercules except it restores CON and a failed save does STR damage.
35 15 Long Legs t-2s
This cream prevents cramps, stiffness, joint pain in legs, allowing user to walk 10% farther in a day
COST DC PRODUCT MIX 1 MIX 2 EFFECTS
45 18 Lover's Tincture 3x-2t-c
A sweet tasting aphrodisiac that smells of lilac, it increases the drinker's susceptibility to amorous skill checks made to influence them by +2 and lasts d4 hours
40 17 Midwife's Lotion w-c-b-P
Gives profession midwife +2 masterwork bonus. Due to how it interacts with the subjects muscles, it also reduces how long a creature is paralyzed by 20%. It takes 1 minute to apply
35 15 Mother's Kiss 3p 2p-w
This resin is chewed or heated and rubbed into the skin. It reduces pain penalties by 1/2 (round up) 2 rounds after consumed or 1 minute after applied. It lasts 5d6 minutes (5d12 minutes when rubbed into the skin). Depending on application, the user either has a peppermint breath or scent for an hour.
50 20 Mother's Ointment x-4b-t-2w
Rubbed onto the belly, it doubles the chance of successful conception for 3d20 minutes
40 16 Nun's Powder 2x-2r x-v-n-b
Mixed in drinks or food, it makes men and women incapable of sexual activity for 2d6 hours
50 21 Olympian's Reserve 3w-S-T-C
Once applied, it lasts all day, allowing recovery from fatigue and exhaustion in 1/2 the time
40 17 Piper's Stone 3p-a-y
A hard, candy like sap, treated to give relief from pain, reducing the penalties by 1 point. It takes 1 minute to begin working and lasts for 6d8 min. The candy dyes the users mouth red for 12 hours.
45 19 Puffball Satchel 2C-A-v
This satchel is made of leaves and spider silk, and holds treated pollens. If a foe is hit with a ranged touch attack (10' range increment), make DC 12 FORT save or be nauseated for 1 round.
50 20 Salamander's Blood 3p-4w-a 2p-3w-3b
Increases the rate HP are recovered (by 20%) from fire & acid damage for 1 day rest
40 17 Soldier's Friend c-2w-2n
This treated bandage gives a +5 herbal bonus to a healing stabilize check, but only if the HP damage that has dropped the ally is from piercing or slashing damage.
70 28 Solomon's Salve 3I-2D-3R
This bright yellow salve grants +1 AC (Deflection) against incorporeal attacks for 2d12 minutes.
55 22 Spider Thistles 3b-2a-5r
Stored in a leaf container, these treated thistles are thrown as a ranged touch attack (10' range increment), those hit are covered with thistles and suffer either a -1 to hit or AC (dodge), target's choice (they may switch choice at the beginning of their round). One full round removes the thistles.
40 17 Stag's Brew X-s-2t 2x-s-t-c
Either drunk or rubbed onto the body, it increases a mans sexual prowess for 1d3 hours
45 19 Stomach Calm 5n-c-t 5n-2t
Allows a 2nd save to negate nausea, but only if save allowed earlier to avoid it
45 18 Traveler's Poultice 2s-3p-w
Used to sooth sore feet, this mixture reduces by 1/2 the time to recover from fatigue due to marching. It also gives a +2 herbal bonus to heal checks to tend to feet damaged by caltrops
50 21 Warrior's Stone 3t-2d-4i
A rock candy with liquid center, it gives +2 initiative for 1d12 minutes, but does d6 subdual after.
40 17 Winter Balm c-t-3y
This grainy balm is rubbed over the entire body of the user, giving the user a +2 FORT save against cold exposure to avoid the subdual damage. This has no effect on lethal damage dealt by extremely cold conditions. This balm dyes the users skin a jaundiced yellow for several days.
75 30 Witch's Heart 3D-4I-2x-2a
A rather large root infused with other herbal components, it is the size of an apple and must be eaten. 20 minutes after eating it, the eater gains a +1 DC to all arcane spells they cast, but suffer a 10% spell failure (not negatable) due to difficulty in controlling their magic. This is separate from the penalty for wearing armor and is rolled separately. Both penalty and bonus lasts 2 hours.
Thanks, The Bob (I, that most perfect palindrome)
HERBALISM PLANT QUALITIES Plants useful for herbalism have a letter code associated with them, based on the list above, and the various application mixtures that can be made with herbalism use a mix of the above ingredients. There are a few variations and notations worth noting for these plants. Plants useful for herbalism have a letter code associated with them, based on the list above, and the various application mixtures that can be made with herbalism use a mix of the above ingredients. There are a few variations and notations worth noting for these plants.
A capitalized letter code matters: a lower case letter is common and useful for a mix that requires that letter, while a upper case letter is useful for any application of that letter. For example, a plant with the code stX – the s and t aspect can be used for formula that requires ‘s’ & ‘t’ respectively. The X aspect can be used in formula that requires either x or X.
Some plants will have a ‘+’ or ‘-‘ noted in its upper right corner, such as A+ and A-. Such plants components may not be mixed together.
Herbal concoctions can have portions without the notion mixed with one type of the above, but not with both.
Formula for herbal concoctions take the form of ‘ x.2v.y’, the # before the v indicates 2 doses of that quality are needed.
The use of a type of plant (ex. A or anti-viral) as an ingredient does not imply the benefit of that trait.
HERBALISM - THE PLANT QUALITY CODE
A a Anti Viral/Bacterial, destroys or inhibits growth. Also enhances the immune system.
B b Birthing, relaxation of the muscles and skin, softening of tissues and encouragement of their growth
C c Dilation of capillaries, lowered blood pressure, control of circulatory system
D d Buffers neurological reactions, prevents convulsions and reduces or eliminates paralysis
I I Psychoactive effects, effecting the mind, mood, perception of self, and ability to cognate
N n Anti-Nausea effects, balances disorders of the digestive system and promotes the body towards proper regulation.
P p Pain Suppressant, inhibiting reception of pain effecting the brain, or by numbing a particular region of the body.
R r Repellant trait used to create an inversion of another trait, similar to how pollen triggers histamine reactions.
S s Strengthening or repairing both muscle and bone.
T t Stimulant. Increases respiratory and heart rate. Also release of several endorphins, decreasing awareness of pain.
V v Anti-venom for a class or type of toxin/poison, usually with increased sweating and respiration.
W w Wounding, Homeostatic. Promotes blood clotting, cell growth for tissue repair, and slows or stops bleeding.
X x Sexual, Aphrodisiac. Promotes sexual desire and a urinary irritant.
Y y Dye, Pigment.
COST DC PRODUCT MIX 1 MIX 2
55 22 Adder's Tongue 4i-p-2t 3I-x
Bitter leaves filled with herbs, chewed to work, starting 2 minutes after consumption. Gives a +1 to bluff & diplomacy checks (loquacious and quick witted) for 2d20 minutes, but -4 to sense motive (intoxicated) for twice as long
50 20 Angel's Kiss 2P-3i-t 2P-2w-I
This talc is stirred into a drink or rubbed into the skin using a mineral oil. It negates all pain penalties once active. It has a delay of 2 r and lasts 5d6 minutes when consumed or a delay of 5 r and duration of 5d12 minutes when rubbed into the skin.
40 16 Bug Bane Cream 2r-2v
This cream repels insects from parts or surfaces treated with it and lasts 2d3 hours
40 17 Bull's Tail Woad I-s-y
A blue rouge used by barbarian warriors, it must be applied within an hour of the next rage, and this herbal paint extends the rage duration by d4-1 rounds.
40 16 Cat's Eye Ointment T-V
Rubbed into the eyes, creatures gain extended night vision (+10') for 2 hours, but suffer -2 to spot & search (due to eye irritation) for 3 hours
60 25 Dead Man's Breath 3d-2B- P-R-2v
The consumer appears dead for 1 hour and must make 3 FORT DC 15 saves. If all 3 are failed, they die, otherwise they suffer 1 temporary CON per failure. They may not wake up voluntarily.
40 17 Desert Balm v-w-3y
This oily balm is rubbed over the entire body of the user, giving the user a +2 FORT save against heat exposure to avoid the subdual damage. This has no effect on lethal damage dealt by extremely hot conditions. This balm dyes the users skin a dark burgundy for several days.
50 20 Fox Tail Tea 2I-2T
An opiate tea, it must be served with hot water, and it takes 5 rounds to see the benefits of this drink. It restores 1 point of temporary damage to INT, WIS, and CHA dmg for 1 hour. After the 1 hour, a DC 16 FORT save or take 1 temporary damage to INT, WIS, and CHA
45 18 Gardener's Draught 2b-3n-t
This mixture gives plants an additional save to resist diseases and heals it d3 HP
45 18 Gift of Hercules 2S-V
This foul drink restores life to weakened muscles, restoring 1-2 points of temporary STR damage for one hour. After the 1 hour, a DC 16 FORT save or take 1 temporary DEX damage.
35 15 Guard's Tea 2t-d 2t-x
The tea gives a +2 to CON checks to stay awake and resist sleep effects for 2 hours.
45 18 Hangman's Brew 3i-r-2p
This alcoholic drink is as strong as a whisky shot, but has an additional effect that slowly develops over 5 minutes and lasts for an hour. The drinker becomes emotionally detached, appearing emotionally inert. The drinker suffers a -4 to their CHA score for the duration (never below 3) but gains a +2 save against emotion based / effecting spells.
40 17 Healer's Kiss 2w-2b-t
when applied w successful heal check on a creature at negative HP's, heal 1 HP damage. Only useful once a day on any creature. Additional uses in the same day do 1 temporary CON damage.
55 22 Healing Paste 3W-2p-2t 6w-2p-x-t
This blue paste is rubbed into a wound for 4 rounds, and heals 1d8 damage. Only 1 use per wound.
50 20 Healing Broth T-W-A-C
Helps the body heal itself after sleeping 8+ hours, healing them HP = their HD.
40 16 Houri's Lotion v-t-r-b v-c-r-b
Either drunk or rubbed onto the body, it increases a woman's sexual prowess for 1d3 hours
45 18 Iron Heart s-c-d-w-t-x
Once applied, it lasts 6 hours, giving +2 to all CON checks and +1 to saves against disease
45 18 Jitterbug Beer 2D-T
A mint broth, as per Gift of Hercules except it restores DEX and a failed save does STR damage.
45 18 Lead Belly Syrup 2C-A
A thick syrup, as per Gift of Hercules except it restores CON and a failed save does STR damage.
35 15 Long Legs t-2s
This cream prevents cramps, stiffness, joint pain in legs, allowing user to walk 10% farther in a day
COST DC PRODUCT MIX 1 MIX 2 EFFECTS
45 18 Lover's Tincture 3x-2t-c
A sweet tasting aphrodisiac that smells of lilac, it increases the drinker's susceptibility to amorous skill checks made to influence them by +2 and lasts d4 hours
40 17 Midwife's Lotion w-c-b-P
Gives profession midwife +2 masterwork bonus. Due to how it interacts with the subjects muscles, it also reduces how long a creature is paralyzed by 20%. It takes 1 minute to apply
35 15 Mother's Kiss 3p 2p-w
This resin is chewed or heated and rubbed into the skin. It reduces pain penalties by 1/2 (round up) 2 rounds after consumed or 1 minute after applied. It lasts 5d6 minutes (5d12 minutes when rubbed into the skin). Depending on application, the user either has a peppermint breath or scent for an hour.
50 20 Mother's Ointment x-4b-t-2w
Rubbed onto the belly, it doubles the chance of successful conception for 3d20 minutes
40 16 Nun's Powder 2x-2r x-v-n-b
Mixed in drinks or food, it makes men and women incapable of sexual activity for 2d6 hours
50 21 Olympian's Reserve 3w-S-T-C
Once applied, it lasts all day, allowing recovery from fatigue and exhaustion in 1/2 the time
40 17 Piper's Stone 3p-a-y
A hard, candy like sap, treated to give relief from pain, reducing the penalties by 1 point. It takes 1 minute to begin working and lasts for 6d8 min. The candy dyes the users mouth red for 12 hours.
45 19 Puffball Satchel 2C-A-v
This satchel is made of leaves and spider silk, and holds treated pollens. If a foe is hit with a ranged touch attack (10' range increment), make DC 12 FORT save or be nauseated for 1 round.
50 20 Salamander's Blood 3p-4w-a 2p-3w-3b
Increases the rate HP are recovered (by 20%) from fire & acid damage for 1 day rest
40 17 Soldier's Friend c-2w-2n
This treated bandage gives a +5 herbal bonus to a healing stabilize check, but only if the HP damage that has dropped the ally is from piercing or slashing damage.
70 28 Solomon's Salve 3I-2D-3R
This bright yellow salve grants +1 AC (Deflection) against incorporeal attacks for 2d12 minutes.
55 22 Spider Thistles 3b-2a-5r
Stored in a leaf container, these treated thistles are thrown as a ranged touch attack (10' range increment), those hit are covered with thistles and suffer either a -1 to hit or AC (dodge), target's choice (they may switch choice at the beginning of their round). One full round removes the thistles.
40 17 Stag's Brew X-s-2t 2x-s-t-c
Either drunk or rubbed onto the body, it increases a mans sexual prowess for 1d3 hours
45 19 Stomach Calm 5n-c-t 5n-2t
Allows a 2nd save to negate nausea, but only if save allowed earlier to avoid it
45 18 Traveler's Poultice 2s-3p-w
Used to sooth sore feet, this mixture reduces by 1/2 the time to recover from fatigue due to marching. It also gives a +2 herbal bonus to heal checks to tend to feet damaged by caltrops
50 21 Warrior's Stone 3t-2d-4i
A rock candy with liquid center, it gives +2 initiative for 1d12 minutes, but does d6 subdual after.
40 17 Winter Balm c-t-3y
This grainy balm is rubbed over the entire body of the user, giving the user a +2 FORT save against cold exposure to avoid the subdual damage. This has no effect on lethal damage dealt by extremely cold conditions. This balm dyes the users skin a jaundiced yellow for several days.
75 30 Witch's Heart 3D-4I-2x-2a
A rather large root infused with other herbal components, it is the size of an apple and must be eaten. 20 minutes after eating it, the eater gains a +1 DC to all arcane spells they cast, but suffer a 10% spell failure (not negatable) due to difficulty in controlling their magic. This is separate from the penalty for wearing armor and is rolled separately. Both penalty and bonus lasts 2 hours.